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[Port] [2021.3] [Port] [2022.3] DOCG-6833 Add missing landing pages to VFX Graph manual
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# Arithmetic Operators
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Perform mathematical calculations on input data.
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| **Page** | **Description** |
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| --- | --- |
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| [Absolute](Operator-Absolute.md) | Calculate the absolute value of an input. |
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| [Add](Operator-Add.md) | Calculate the sum of all inputs. |
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| [Divide](Operator-Divide.md) | Divide the first input sequentially by all other inputs. |
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| [Fractional](Operator-Fractional.md) | Extract the fractional part of an input. |
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| [Inverse Lerp](Operator-InverseLerp.md) | Calculate the fraction representing how far a value is between two values. |
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| [Lerp](Operator-Lerp.md) | Calculate a linear interpolation between two values. |
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| [Modulo](Operator-Modulo.md) | Calculate the remainder of dividing of one value by another. |
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| [Multiply](Operator-Multiply.md) | Multiply all inputs together. |
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| [Negate](Operator-Negate.md) | Multiply an input value by -1 to invert its sign. |
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| [One Minus](Operator-OneMinus.md) | Subtract an input value from one. |
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| [Power](Operator-Power.md) | Raise one input to the power of another input. |
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| [Reciprocal](Operator-Reciprocal.md) | Calculate the result of dividing 1 by an input value. |
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| [Sign](Operator-Sign.md) | Return whether an input is positive, negative, or 0. |
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| [Smoothstep](Operator-Smoothstep.md) | Calculate smooth Hermite interpolation between two values. |
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| [Square Root](Operator-SquareRoot.md) | Calculate the square root of an input. |
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| [Step](Operator-Step.md) | Compare an input value to a threshold and return whether an input is above or below the threshold |
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| [Subtract](Operator-Subtract.md) | Subtract one or more inputs from another input. |
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## Additional resources
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- [Clamp](Clamp.md)
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- [Remap](Remap.md)
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- [Math](Math.md)
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# Attribute Blocks
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Write values to the [Attributes](Attributes.md) of particles.
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| **Page** | **Description** |
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| --- | --- |
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| [Curve](Block-SetAttributeFromCurve.md) | Write values to an attribute based on a sample from an Animation Curve or Gradient. |
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| [Derived > Calculate Mass from Volume](Block-CalculateMassFromVolume.md) | Set the mass of a particle based on its scale and density. |
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| [Map](Block-SetAttributeFromMap.md) | Sample data from textures and store them in attributes. |
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| [Set](Block-SetAttribute.md) | Write values to an attribute directly, or use random modes to set attributes to random values. |
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## Additional resources
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- [Attributes](Attributes.md)
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- [Standard Attribute Reference](Reference-Attributes.md)
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# Bitwise Operators
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Perform bitwise logical operations on inputs.
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| **Page** | **Description** |
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| --- | --- |
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| [And](Operator-BitwiseAnd.md) | Perform a bitwise AND operation, which outputs 1 if both bits are 1. |
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| [Complement](Operator-BitwiseComplement.md) | Perform a bitwise NOT operation to invert each bit. |
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| [Left Shift](Operator-BitwiseLeftShift.md) | Shift an input value left by a specified number of bits. |
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| [Or](Operator-BitwiseOr.md) | Perform a bitwise OR operation, which outputs 1 if either bit is 1. |
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| [Right Shift](Operator-BitwiseRightShift.md) | Shift an input value right by a specified number of bits. |
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| [Xor](Operator-BitwiseXor.md) | Perform a bitwise XOR operation, which outputs 1 if only one bit is 1. |
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## Additional resources
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- [Logic Operators](Logic.md)
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- [Math Operators](Math.md)
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# Collision Blocks reference
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Configure how particles collide with shapes or the depth buffer.
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| **Page** | **Description** |
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| --- | --- |
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| [Collide with AABox](Block-CollideWithAABox.md) | Define an axis-aligned box volume that particles collide with. |
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| [Collide with Cone](Block-CollideWithCone.md) | Define a truncated cone volume that particles collide with. |
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| [Collide with Depth Buffer](Block-CollideWithDepthBuffer.md) | Make particles collide with the depth buffer of a camera. |
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| [Collide with Plane](Block-CollideWithPlane.md) | Define a flat plane with infinite extents that particles collide with. |
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| [Collide with Signed Distance Field](Block-CollideWithSignedDistanceField.md) | Create a complex shape that particles collide with. |
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| [Collide with Sphere](Block-CollideWithSphere.md) | Define a spherical volume that particles collide with. |
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## Additional resources
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- [Signed Distance Fields in the Visual Effect Graph](sdf-in-vfx-graph.md)
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- [VFX Graph Learning Templates](https://www.youtube.com/watch?v=DKVdg8DsIVY) on the Unity YouTube channel
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# Set Position Blocks reference
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Configure particle positions based on an input.
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| **Page** | **Description** |
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| [Set Position (Depth)](Block-SetPosition(Depth).md) | Explore the properties of the Set Position (Depth) block. |
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| [Set Position (Mesh)](Block-SetPosition(Mesh).md) | Calculate a position based on mesh vertex data. |
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| [Set Position (Signed Distance Field)](Block-SetPosition(SignedDistanceField).md) | Explore the properties of the Set Position (Signed Distance Field) block. |
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| [Set Position (Skinned Mesh)](Block-SetPosition(Mesh).md) | Calculate a position based on skinned mesh vertex data. |
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| [Set Position (Sequential : Circle)](Block-SetPosition(Sequential).md) | Use the Set Position (Sequential) block with a circle. |
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| [Set Position (Sequential : Line)](Block-SetPosition(Sequential).md) | Use the Set Position (Sequential) block with a line. |
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| [Set Position (Sequential : ThreeDimensional)](Block-SetPosition(Sequential).md) | Use the Set Position (Sequential) block with a 3D shape. |
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| [Set Position (Shape : AABox)](Block-SetPosition(AABox).md) | Calculate a position based on an axis-aligned box. |
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| [Set Position (Shape : Circle)](Block-SetPosition(Circle).md) | Calculate a position based on a circle. |
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| [Set Position (Shape : Cone)](Block-SetPosition(Cone).md) | Calculate a position based on a cone. |
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| [Set Position (Shape : Line)](Block-SetPosition(Line).md) | Calculate a position based on a line. |
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| [Set Position (Shape : Sphere)](Block-SetPosition(Sphere).md) | Calculate a position based on a sphere. |
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| [Set Position (Sequential)](Block-SetPosition(Sequential).md) | Explore the properties of the Set Position (Sequential) block. |
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| [Tile/Warp Positions](Block-TileWarpPositions.md) | Explore the properties of the Tile/Warp Positions block. |
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## Additional resources
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- [Signed Distance Fields in the Visual Effect Graph](sdf-in-vfx-graph.md)
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- [VFX Graph Learning Templates](https://www.youtube.com/watch?v=DKVdg8DsIVY) on the Unity YouTube channel

Packages/com.unity.visualeffectgraph/Documentation~/Block-UpdatePosition.md

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Menu Path : **Implicit > Integration : Update Position**
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The **Integration : Update Position** Block updates particle positions based on their velocity. If the system uses the velocity attribute and you enable **Update Position** in the Update Context's Inspector, Unity implicitly adds this Block to the Context and hides it.
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The **Integration : Update Position** Block updates particle positions based on their velocity.
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**Note:** If the system uses the velocity attribute and you enable **Update Position** in the Update Context's Inspector, Unity implicitly adds this Block to the Context and hides it. If you add your own **Integration : Update Position** Block too, Unity updates positions twice.
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![](Images/Block-UpdatePositionInspector.png)
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Packages/com.unity.visualeffectgraph/Documentation~/Block-UpdateRotation.md

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Menu Path : **Implicit > Integration : Update Rotation**
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The **Integration : Update Rotation** Block updates particle orientation based on their angular velocity. If the system uses the angular velocity attribute and you enable **Update Rotation** in the Update Context's Inspector, Unity implicitly adds this Block to the Context and hides it.
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The **Integration : Update Rotation** Block updates particle orientation based on their angular velocity.
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**Note:** If the system uses the angular velocity attribute and you enable **Update Rotation** in the Update Context's Inspector, Unity implicitly adds this Block to the Context and hides it. If you add your own **Integration : Update Rotation** Block too, Unity updates rotation twice.
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![](Images/Block-UpdateRotationInspector.png)
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# Blocks
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Control the behavior, appearance, and simulation of particles.
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| **Page** | **Description** |
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| --- | --- |
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| [Attribute Blocks](Attribute.md) | Write values to the attributes of particles. |
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| [Collision Blocks](Block-Collision-LandingPage.md) | Configure how particles collide with shapes or the depth buffer. |
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| [Flipbook Player](Block-FlipbookPlayer.md) | Create animated particles using flipbook textures. |
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| [Force Blocks](Force.md) | Apply and control forces on particles, such as gravity and turbulence. |
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| [GPU Event](GPUEventLandingPage.md) | Spawn new particles from Trigger Blocks in Update or Initialize Contexts. |
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| [Implicit Integration Blocks](Implicit.md) | Explore the hidden Blocks that Visual Effect Graph uses to update the position and rotation of particles. |
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| [Kill Blocks](Kill.md) | Destroy particles inside or outside a shape. |
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| [Orientation Blocks](Orientation.md) | Change the direction that particles face. |
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| [Output Blocks](Output.md) | Control particle output and rendering. |
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| [Set Position Blocks](Block-SetPositionShape-LandingPage.md) | Configure particle positions based on an input shape. |
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| [Size > Screen Space Size](Block-ScreenSpaceSize.md) | Calculate the scale needed for a particle to reach a specific size. |
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| [Spawn Blocks](Spawn.md) | Customize behavior for spawning particles. |
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| [Velocity Blocks](Velocity.md) | Dynamically adjust the velocity of particles. |
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## Additional resources
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- [Blocks](Blocks.md)
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- [Graph logic and philosophy](GraphLogicAndPhilosophy.md)
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- [Output event handlers](OutputEventHandlers.md)
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# Built-in Operators
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Operators that output time, frame indices, and coordinates.
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| **Page** | **Description** |
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| --- | --- |
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| [Delta Time](Operator-DeltaTime.md) | Get the time in seconds between the current and previous frames. |
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| [Frame Index](Operator-FrameIndex.md) | Get the current frame index. |
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| [Local to World](Operator-LocalToWorld.md) | Get a matrix that transforms a point from local space to world space. |
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| [System Seed](Operator-SystemSeed.md) | Get the seed used to generate random numbers. |
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| [Total Time](Operator-TotalTime.md) | Get the total time since the effect started. |
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| [World to Local](Operator-WorldToLocal.md) | Get a matrix that transforms a point from world space to local space. |
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## Additional resources
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- [Math Operators](Math.md)
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- [Attribute Blocks](Attribute.md)
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# Camera Operators
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Output information about cameras, and convert between view space and world space.
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| **Page** | **Description** |
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| [Main Camera](Operator-MainCamera.md) | Get information about the current main camera, including integration with the active Scriptable Render Pipeline. |
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| [Viewport to World Point](Operator-ViewportToWorldPoint.md) | Transform a position from viewport space to world space |
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| [World to Viewport Point](Operator-WorldToViewportPoint.md) | Transform a position from world space to view space. |
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## Additional resources
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- [Coordinates](Coordinates.md)
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- [Geometry](Geometry.md)
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- [Built-in Operators](Builtin.md)

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